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The available options are covered in the next few sections. Startup Script: Maya will source the specified script file on startup (only available when using the MayaBatch plugin).Ĭommand Line Args: Specify additional command line arguments to pass to the Maya command line renderer (not available when using the MayaBatch plugin).ĭeadline Job Type: Select the type of Maya job you want to submit. The assets are stored in the Worker’s cache and can be used by subsequent frames or scenes submitted with the same assets without having to reach out to the network. The renderer then uses the assets from the local machine, rather than having to access them from their network location. When enabled, Deadline stores a local copy of all assets used during Maya renders on the Worker.
![renderman maya 2017 renderman maya 2017](https://i.ytimg.com/vi/eFshrNzBxkw/maxresdefault.jpg)
Use Local Asset Caching: Enabling local asset caching can reduce network overhead. If disabled, Deadline will ignore all “error” or “warning” messages. Strict Error Checking: Enable this option to have Deadline fail Maya jobs when Maya prints out an “error” or “warning” message that is known to impact the render.
#RENDERMAN MAYA 2017 CODE#
Sometimes Maya will return this error code even after successfully saving the rendered images. Ignore Error Code 211: This allows a Maya task to finish successfully even if the Maya command line renderer returns the non-zero error code 211 (not available when using the MayaBatch plugin). Use MayaBatch Plugin: This uses our MayaBatch plugin that keeps the scene loaded in memory between frames, thus reducing the overhead of rendering the job. Submit Maya Scene File: If checked, the scene file will be submitted to the repository (as well as the XGen files).
#RENDERMAN MAYA 2017 64 BIT#
Maya Build: Force 32 bit or 64 bit rendering. Output Path: The folder where your output will be dumped (this should be a shared folder on the network). Project Path: The Maya project folder (this should be a shared folder on the network). Leaving this blank will force Deadline to render using the default camera settings (including multiple camera outputs).ĭisable Auto Camera Tag: If you do not have inside the File Name Prefix in Render Settings, this will prevent Maya from automatically adding one (only available when a camera is selected). Out Of Order Step: Defines the Nth frame step to use for some of the Task Order options.Ĭamera: Select the camera to render with. Task Order: The order in which to render the frames for the job. Submit Dependent Job With Remaining Frames: If enabled, the REST job will be dependent on the PREVIEW job. Number of Preview Frames: Specify the number of frames to preview. Priority Offset: Specify a higher priority for the PREVIEW job. If its output looks incorrect, you can suspend the REST job before wasting render time rendering a wrong submission. The PREVIEW job can be submitted with slightly higher priority and will provide a glimpse into the final result.
![renderman maya 2017 renderman maya 2017](https://i.ytimg.com/vi/R9qxTt0kDMk/maxresdefault.jpg)
Render Preview Job First: When enabled, two jobs will be submitted - a PREVIEW job with a fraction of the frames, and a REST job with all other frames. Next, log into Hrothgar via the renderer link (currently called 'manage').The general Deadline options are explained in the Job Submission documentation, and the Draft/Integration options are explained in the Draft and Integration documentation.
#RENDERMAN MAYA 2017 ZIP FILE#
Zip those two folders into a single zip file (hopefully not larger than 32GB or you have to do some fiddly things). You should find a textures folder and a folder that is your job name + _ + date and time you started your export. Start the batch job and when the LocalQueue opens, stop all but the first three jobs. Delete your project/renderman/textures folder so when you run the batch job you have only the necessary textures in the folder.
![renderman maya 2017 renderman maya 2017](https://i.ytimg.com/vi/Ex7sO_9IpCw/maxresdefault.jpg)
Set Image Format under Renderman Render Controls to OpenEXR formatĬonfigure the batch job to use the LocalQueue and set the number of frames per node equal to the number of frames you are going to export/render. This is a bit tricky and needs to be done in a specific manner for the renderer to find the proper files.